Howdy folks, this is saxton with my first RU team in a while (besides the one I just used in my first warstory!). This is centered around keeping up sun and using powerful attacks to wear down the opponent. However, I came for help because it's got some flaws in several departments (and I don't know RU well enough to fix it.) Any help would be appreciated!
Without further ado...
"Variable X"
Drifblim @ Flying Gem
EVs: 20 Atk | 252 SpAtk | 252 Speed
Nature: Rash (+SpAtk, -SpDef)
Trait: Unburden
Acrobatics | Sunny Day | Shadow Ball | Weather Ball
Drifblim is, in my opinion, sorely underestimated. His massive HP stat somewhat makes up for his lacking defenses, allowing him to EV more offensively. This set is a variation on his AcroBlimp set, in that this one sets up Sunny Day to either support its teammates, or to exploit for itself with the excellent coverage afforded by Shadow Ball and the sun-boosted Weather Ball. The three moves leave very few things able to hard wall Drifblim, and it also becomes fast enough to outspeed even Ninjask after an Unburden boost. Overall, on a flawed team, this is actually the only team member that I am 100% satisfied with. He's great and I highly recommend him, even if he's not on a sun team; he's a fantastic closed-circuit abuser of it.
"Heat Wave"
Jumpluff @ Heat Rock
EVs: 252 HP | 4 Atk | 252 Speed
Nature: Jolly (+Spe, -SpAtk)
Trait: Chlorophyll
Sunny Day | Encore | Stun Spore | U-turn
Jumpluff is my primary sun inducer, mostly because he's got a nice set of resistances, he's got a wonderful support movepool, and he's naturally fast, so he's almost always guaranteed a move. Jumpluff has no offensive presence, but he's got nice momentum-carrying abilities with U-turn and Encore. I'm more than satisfied with his performance, but as always, I would happily try any suggestions for another sun inducer. I am always in a bad spot when my sweepers are taken out and I'm stuck with support 'mons with no offensive presence, so anything that can hit back at all would be a decent suggestion.
"Bushido B"
Sandslash @ Lum Berry
EVs: 232 HP | 216 Atk | 36 Def | 24 Speed
Nature: Adamant (+Atk, -SpAtk)
Trait: Sand Rush
Rapid Spin | Earthquake | Stealth Rock | Night Slash
I honestly don't like Sandslash much, and only occasionally does he pull enough weight to justify a teamslot, but his ability to spin and set up Rocks is very useful. He can deal decent damage with Earthquake, and his physical defense stat is actually pretty nice. However, he has trouble switching in, and even if he can switch in, he'll sometimes get killed before he can even spin. Earthquake is kind of underwhelming unless it's hitting for SE damage, and Night Slash is really just to hit stuff like Slowking for decent damage, but it still walls me hard. Any suggestions here would be very very appreciated, but it's not the worst part of my team. I get the feeling I may just be using him wrong.
"Alighieri"
Magmortar @ Life Orb
EVs: 4 HP | 252 SpAtk | 252 Speed
Nature: Timid (+Spe, -Atk)
Trait: Flame Body
Fire Blast | Thunderbolt | Hidden Power Grass | Focus Blast
Named after the father of Italian poetry, Magmortar is a monster, even without sun. While the only thing really holding him back is his middling speed, this can be remedied through max investment and good use of Jumpluff's Stun Spore. If he can't strike first, he's got enough natural bulk to survive most hits, allowing him to fire off a coverage move or (preferably) a nuclear Fire Blast, which 2HKOes the entire tier under sun, and only misses a few out of sun. His ability has also come through for the clutch in some cases, allowing me to bring in a poke against things like Aggron. Really, despite his minimal abuse of sun, I like Magmortar a lot and he's certainly one of the best members of this team.
"Strychnine"
Drapion @ Choice Band
EVs: 252 Atk | 4 Def | 252 Speed
Nature: Jolly (+Spe, -SpAtk)
Trait: Sniper
Pursuit | Earthquake | Poison Jab | Crunch
Drapion is here to get Ghosts, Psychics, and Steels out of the way of my team. And, besides that, he's a fairly bulky and pretty powerful revenge killer for any poke. Is he consistently useful? No. But it's good to have something non-sun based around to deal put damage. Again, suggestions are requested. I might not have enough sun abusers. Anyways, Crunch and Pursuit (especially Pursuit) are for mindgames with Ghosts and Psychics, either staying in and maybe eating a Crunch or switching out and getting smacked by Pursuit. Poison Jab hurts Grass types quite a bit, and Earthquake is great for pokes like Aggron and rival Drapion.
"Frondbomb"
Exeggutor @ Life Orb
EVs: 4 HP | 252 Atk | 252 Speed
Nature: Naive (+Spe, -SpDef)
Trait: Chlorophyll
Psychic | Explosion | Sunny Day | Sleep Powder
I really dig Exeggutor, and he makes for a usually-successful suicide sun-setter. The logic behind this is use Eggy's natural bulk to set up Sun on his turn in, then use your doubled Speed to either sleep your opponent or just blow up in their faces and bring in your sweeper free of charge! Psychic is a filler move - it can deal plenty of damage if it would be unwise of Eggy to blow up, like if I suspect Protect or a fast Substitute. Overall, pretty happy with his performance, though sometimes he just outright fails, and any suggestions for improvements would be welcomed.
Hope you enjoyed this RMT, and please help me improve it!
Thanks,
-saxton
Without further ado...
LOS METEOROLOGOS









"Variable X"
Drifblim @ Flying Gem
EVs: 20 Atk | 252 SpAtk | 252 Speed
Nature: Rash (+SpAtk, -SpDef)
Trait: Unburden
Acrobatics | Sunny Day | Shadow Ball | Weather Ball
Drifblim is, in my opinion, sorely underestimated. His massive HP stat somewhat makes up for his lacking defenses, allowing him to EV more offensively. This set is a variation on his AcroBlimp set, in that this one sets up Sunny Day to either support its teammates, or to exploit for itself with the excellent coverage afforded by Shadow Ball and the sun-boosted Weather Ball. The three moves leave very few things able to hard wall Drifblim, and it also becomes fast enough to outspeed even Ninjask after an Unburden boost. Overall, on a flawed team, this is actually the only team member that I am 100% satisfied with. He's great and I highly recommend him, even if he's not on a sun team; he's a fantastic closed-circuit abuser of it.



"Heat Wave"
Jumpluff @ Heat Rock
EVs: 252 HP | 4 Atk | 252 Speed
Nature: Jolly (+Spe, -SpAtk)
Trait: Chlorophyll
Sunny Day | Encore | Stun Spore | U-turn
Jumpluff is my primary sun inducer, mostly because he's got a nice set of resistances, he's got a wonderful support movepool, and he's naturally fast, so he's almost always guaranteed a move. Jumpluff has no offensive presence, but he's got nice momentum-carrying abilities with U-turn and Encore. I'm more than satisfied with his performance, but as always, I would happily try any suggestions for another sun inducer. I am always in a bad spot when my sweepers are taken out and I'm stuck with support 'mons with no offensive presence, so anything that can hit back at all would be a decent suggestion.



"Bushido B"
Sandslash @ Lum Berry
EVs: 232 HP | 216 Atk | 36 Def | 24 Speed
Nature: Adamant (+Atk, -SpAtk)
Trait: Sand Rush
Rapid Spin | Earthquake | Stealth Rock | Night Slash
I honestly don't like Sandslash much, and only occasionally does he pull enough weight to justify a teamslot, but his ability to spin and set up Rocks is very useful. He can deal decent damage with Earthquake, and his physical defense stat is actually pretty nice. However, he has trouble switching in, and even if he can switch in, he'll sometimes get killed before he can even spin. Earthquake is kind of underwhelming unless it's hitting for SE damage, and Night Slash is really just to hit stuff like Slowking for decent damage, but it still walls me hard. Any suggestions here would be very very appreciated, but it's not the worst part of my team. I get the feeling I may just be using him wrong.



"Alighieri"
Magmortar @ Life Orb
EVs: 4 HP | 252 SpAtk | 252 Speed
Nature: Timid (+Spe, -Atk)
Trait: Flame Body
Fire Blast | Thunderbolt | Hidden Power Grass | Focus Blast
Named after the father of Italian poetry, Magmortar is a monster, even without sun. While the only thing really holding him back is his middling speed, this can be remedied through max investment and good use of Jumpluff's Stun Spore. If he can't strike first, he's got enough natural bulk to survive most hits, allowing him to fire off a coverage move or (preferably) a nuclear Fire Blast, which 2HKOes the entire tier under sun, and only misses a few out of sun. His ability has also come through for the clutch in some cases, allowing me to bring in a poke against things like Aggron. Really, despite his minimal abuse of sun, I like Magmortar a lot and he's certainly one of the best members of this team.



"Strychnine"
Drapion @ Choice Band
EVs: 252 Atk | 4 Def | 252 Speed
Nature: Jolly (+Spe, -SpAtk)
Trait: Sniper
Pursuit | Earthquake | Poison Jab | Crunch
Drapion is here to get Ghosts, Psychics, and Steels out of the way of my team. And, besides that, he's a fairly bulky and pretty powerful revenge killer for any poke. Is he consistently useful? No. But it's good to have something non-sun based around to deal put damage. Again, suggestions are requested. I might not have enough sun abusers. Anyways, Crunch and Pursuit (especially Pursuit) are for mindgames with Ghosts and Psychics, either staying in and maybe eating a Crunch or switching out and getting smacked by Pursuit. Poison Jab hurts Grass types quite a bit, and Earthquake is great for pokes like Aggron and rival Drapion.



"Frondbomb"
Exeggutor @ Life Orb
EVs: 4 HP | 252 Atk | 252 Speed
Nature: Naive (+Spe, -SpDef)
Trait: Chlorophyll
Psychic | Explosion | Sunny Day | Sleep Powder
I really dig Exeggutor, and he makes for a usually-successful suicide sun-setter. The logic behind this is use Eggy's natural bulk to set up Sun on his turn in, then use your doubled Speed to either sleep your opponent or just blow up in their faces and bring in your sweeper free of charge! Psychic is a filler move - it can deal plenty of damage if it would be unwise of Eggy to blow up, like if I suspect Protect or a fast Substitute. Overall, pretty happy with his performance, though sometimes he just outright fails, and any suggestions for improvements would be welcomed.
Thanks,
-saxton